/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.dynamics {
	import org.box2dflash.dynamics.contacts.ContactResult;
	import org.box2dflash.collision.ContactPoint;
	import org.box2dflash.collision.*;

	/// Implement this class to get collision results. You can use these results for
	/// things like sounds and game logic. You can also get contact results by
	/// traversing the contact lists after the time step. However, you might miss
	/// some contacts because continuous physics leads to sub-stepping.
	/// Additionally you may receive multiple callbacks for the same contact in a
	/// single time step.
	/// You should strive to make your callbacks efficient because there may be
	/// many callbacks per time step.
	/// @warning The contact separation is the last computed value.
	/// @warning You cannot create/destroy Box2D entities inside these callbacks.
	
	public class ContactListener {
		/// Called when a contact point is added. This includes the geometry
		/// and the forces.
		public  function add(point:ContactPoint):void {
		};

		/// Called when a contact point persists. This includes the geometry
		/// and the forces.
		public  function persist(point:ContactPoint):void {
		};

		/// Called when a contact point is removed. This includes the last
		/// computed geometry and forces.
		public  function remove(point:ContactPoint):void {
		};

		/// Called after a contact point is solved.
		public  function result(point:ContactResult):void {
		};
	}
}
